A Co_ Map Design Idea.

juhojuho Join Date: 2003-02-01 Member: 12965Members
edited February 2004 in NS General Discussion
<div class="IPBDescription">Make the map vertical now when co allows</div> In classic ns, the maps can't have too much different levels because the commander needs to see to every point of the map easily.

But as far as I know (I don't know about the tech or design guidelines), there is no such problem in NS:Combat. There is no commander which needs to see every place from the top overlook view.

I'd like to see a map where, for example, the marine base is located on the top of some structure, and the alien hive is on the bottom of the structure, many levels belong the marinebase.
The marines would go constantly down and the aliens would have to go up and up...

This is just a simple example, I just wanted to raise the idea on the table =)
What do you think?

- jtm

Comments

  • RSMemphisRSMemphis Join Date: 2003-08-19 Member: 19953Members
    If anything, it would have to be the other way around. Since aliens are melee type, they have to be able to attack from above, otherwise they are too weak.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    A couple of maps actually were made that way in NSClassic, although they were very weird to play on for several reasons. But without seige guns or Commanders to mess with balance, it would be very fun to see some multi-story building maps that aren't very big around. There could be stairwells and even empty elevator shafts that are only traversable by JPs and Skulks. Generally, cool idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    I might be wrong, but I think there would still be a problem with over/under maps, even in combat.

    Map architecture would get in the way of resupply, and even other droppable upgrades if marines spawned 'under' levels.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Missilecommand LOL
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    edited February 2004
    <!--QuoteBegin--_Phoenix_-+Feb 9 2004, 05:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-_Phoenix_- @ Feb 9 2004, 05:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I might be wrong, but I think there would still be a problem with over/under maps, even in combat.

    Map architecture would get in the way of resupply, and even other droppable upgrades if marines spawned 'under' levels. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I don't think so, I believe the medpacks and ammo packs plus all other things are dropped DIRECTLY on the marine to prevent exploiting (like one marine stands ontop of another with resupply, and the top one gets health without resupply).

    edit: typo
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    If you check the mapping guidelines, Flayra <b>encourages</b> level over level mapping for co maps.


    And people took that advice, look at co_core
  • XirConXirCon Join Date: 2004-01-31 Member: 25865Members
    There's a custom map (co_freefall_b1) or something like that that is highly vertical with the aliens up top and the marine base below. There are also 16 ips that have 2500 hp iirc that the aliens can destroy instead of just the armory and the cc.

    I ran around it for a few minutes on an empty server just checking it out, but it wasn't that great of a map imo <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--QuoteBegin-XirCon+Feb 9 2004, 08:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XirCon @ Feb 9 2004, 08:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There's a custom map (co_freefall_b1) or something like that that is highly vertical with the aliens up top and the marine base below. There are also 16 ips that have 2500 hp iirc that the aliens can destroy instead of just the armory and the cc.

    I ran around it for a few minutes on an empty server just checking it out, but it wasn't that great of a map imo <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes, co_freefall is built on this concept in a most extreme way. I'm sorry if you didn't care for the map while looking at it on an empty server. But, you really need to play the game with a nice number of players to appreciate the gameplay rush to it.

    With it's 2nd beta release, I've posted a thread in the mapping forum here:
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62196' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=62196</a>

    I imagine that some may not like this type of map, while I'm finding many others have really been enjoying it.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I'm doing something along these lines with co_dante
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